Setup
1
Turn on Animation
In the
PixelateCaptureManager inspector, check the Animation section. This switches the capture from static image to animation.2
Assign an animated target
Set Target to the GameObject that has the
Animator used by your clips. When the capture manager is selected, Pixelate isolates the target and its children so other scene objects do not appear in previews or captures.3
Add source clips
Add one or more entries to Source Clips. Each entry has a clip and a speed value.
4
Set frames per second
Choose how many frames Pixelate samples per second of animation. The default is
12.5
Preview frames
Use Preview Frame and the preview controls to check poses before capture.
6
Click Capture
Pixelate captures every Source Clip and exports each one into its own folder.
If Animation is enabled but no Source Clips are assigned, Pixelate falls back to a static image capture.
Output
For a target namedHero and a clip named Run, Pixelate creates:
Pixelate imports each atlas as a multiple-sprite texture and slices only the frames used by the clip.
Atlas size
Pixelate arranges frames in a square grid.4096 x 4096. If validation blocks capture, lower Frames Per Second, reduce Cell Size, increase clip speed, or split the animation into shorter clips.
Source clip speed
Speed changes how quickly Pixelate samples that clip:
Next: Export and slicing
Learn where Pixelate writes animation atlases, how frames are sliced, and how matching normal maps are linked.